using GameProtocol;
using TEngine;

namespace GameLogic
{
    public class ProcedureGaming : ProcedureBase
    {
        protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
        {
            base.OnEnter(procedureOwner);

            var j = FightLogicManager.Instance.IsStart;

            //GameProtocol.ShipData m_Data = new GameProtocol.ShipData();
            //m_Data.CfgID = 10000;
            //var cfgD1 = new SlotConfigData();
            //cfgD1.EquipmentID = 10000;
            //var cfgD2 = new SlotConfigData();
            //cfgD2.EquipmentID = 10003;
            //m_Data.SlotEquipment.Add(1, cfgD1);
            //m_Data.SlotEquipment.Add(2, cfgD2);
            //m_Data.Sp = 10;
            //ShipModule.Instance.CreateShip(m_Data);
            //m_Data.InstanceID = 2;
            //ShipModule.Instance.CreateShip(m_Data);

        }
        protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
        {
            base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
        }
        protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
        {
            base.OnLeave(procedureOwner, isShutdown);
        }
    }
}
